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Level 5

Priest Spells, Level 5

Animal Rage  (SPPR517)   New in Heart of Winter

Animal Rage (Enchantment)
Statistics:
Level: 5
Sphere: Combat
Range: Touch
Duration: 15 rounds
Casting Time: 8
Area of Effect: 1 creature
Saving Throw: None
This spell imbues the target creature with animal ferocity. The target creature gains a strength of 19, +20 hit points, +20% movement, and +2 to all saving throws. The target loses the ability to cast spells while Animal Rage is in effect. He or she can be controlled normally unless enemies are within sight, at which time the target immediately attacks in melee, using whatever is in hand. There is a 5% chance per round that the target will go berserk, attacking friend and foe alike.

Value: 1500

 

Animal Summoning II

Animal Summoning II
(Conjuration/Summoning)
Level: 5
Sphere: Animal, Summoning
Range: Sight of Caster
Duration: 5 turns
Casting Time: 8
Area of Effect: Special
Saving Throw: None
By means of this spell, the caster summons up to six animals that have 8 Hit Dice or less. Only normal or giant animals can be summoned; fantastic animals or monsters cannot be summoned by this spell (no dragons or elementals.). This spell works indoors and outdoors.

Value: 500

 

Cause Critical Wounds  (SPPR513)   New in Heart of Winter

Cause Critical Wounds (Necromancy)
Statistics:
Level: 5
Sphere: Healing
Range: Touch
Duration: Permanent
Casting Time: 8
Area of Effect: 1 creature
Saving Throw: 1/2
When casting this spell and touching a creature, the priest deals 27 points of damage (save for half damage) to the creature's body. This spell has no affect on undead, constructs, or extraplanar creatures. Cause Critical Wounds can be cast only by evil characters.

Value: 1500

 

Champion's Strength

Champion's Strength (Alteration)
Level: 5
Sphere: Law
Range: Sight of Caster
Duration: 1 turn
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None
When this spell is cast,the priest effectively draws on the strength of his god and lends it to the target creature, in effect creating a champion. The target's strength is increased to 20-23 for 1 turn. As soon as the spell is cast, the spellcaster becomes fatigued, suffering a penalty to all his/her rolls. The drawback to this spell is that the priest must concentrate on the connection between the target and his god for the duration of the spell, hence losing the ability to cast any additional spells during this time. The effect lasts for one turn or until dispelled.

Value: 500

 

Chaotic Commands

Chaotic Commands (Enchantment/Charm)
Level: 5
Sphere: Chaos
Range: Sight of Caster
Duration: 1 turn/level
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None
Chaotic Commands renders a creature immune to magical commands. Suggestion, Charm, Domination, Command, Sleep, and Confusion are all spells that fit into this category.

Value: 500

 

Cure Critical Wounds

Cure Critical Wounds (Necromancy)
Level: 5
Sphere: Healing
Range: Touch
Duration: Instantaneous
Casting Time: 8
Area of Effect: 1 creature
Saving Throw: None
The Cure Critical Wounds spell is a potent version of the Cure Light Wounds spell, healing 27 points of damage to the wounded creature. The spell does not affect undead or extraplanar creatures.

Value: 500

 

Flame Strike

Flame Strike (Evocation)
Level: 5
Sphere: Combat
Range: Sight of Caster
Duration: Instantaneous
Casting Time: 8
Area of Effect: 5-foot radius
Saving Throw: 1/2
When the priest casts Flame Strike, a vertical column of fire roars downward onto a victim chosen by the caster. The target must roll a saving throw vs. spell. Failure means the creature sustains 6-48 points of fire damage; otherwise, the damage is halved.

Value: 500

 

Greater Command  (SPPR518)   New in Heart of Winter

Greater Command (Enchantment)
Statistics:
Level: 5
Sphere: Charm
Range: Sight of Caster
Duration: 1 round/level
Casting Time: 1
Area of Effect: 20-foot radius
Saving Throw: Neg.
Similar to the first level spell 'Command', this spell enables the priest to command all enemy creatures within the area of effect to "die" (sleep). They are allowed a saving throw to negate the effects. Sleeping creatures that take damage will be awakened from their catatonic state and return to normal.

Value: 1500

 

Insect Plague

Insect Plague (Conjuration/Summoning)
Level: 5
Sphere: Combat
Range: Sight of Caster
Duration: 15 rounds
Casting Time: 1 round
Area of Effect: 25-foot radius
Saving Throw: None
This spell summons a swarm of creeping, hopping, and flying insects. All creatures within the swarm suffer 1 hit point of damage every round, spell-casting is impossible, and any creatures of 2 Hit Dice or less will immediately attempt to flee the cloud as quickly as possible - creatures of 5 Hit Dice or less must make a morale check to remain with the swarm.

Value: 1500

 

Magic Resistance  (SPPR519)   New in Heart of Winter

Magic Resistance (Alteration)
Statistics:
Level: 5
Sphere: Protection
Range: Touch
Duration: 3 rounds + 1 round/level
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: None
This spell grants the recipient a magic resistance bonus of 2% per level of the caster, up to a maximum of 40%. This effect will last for the duration of the spell or, ironically enough, until dispelled.

Value: 1500

 

Raise Dead

Raise Dead (Necromancy)
Level: 5
Sphere: Necromantic
Range: Sight of the Caster
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: Special
When the priest casts a Raise Dead spell, he can restore life to one of his companions. Note that this spell does not work on elven characters, and the corpse to be raised must be intact (if the party member suffered an explosive death, then raising is impossible). The person has but 1 hit point when raised and must regain the rest by natural healing or curative magic. Raise Dead will not work on someone killed by a Death Spell, Finger of Death, or Disintegrate.
Note that when this spell is inscribed on a scroll, its power and range is diminished. A scroll of Raise Dead only works when invoked at the place where the target died; if the caster leaves the area and attempts to Raise his companion, the scroll will not work.

Value: 500

 

Righteous Wrath of the Faithful

Righteous Wrath of the Faithful
(Enchantment/Charm)
Level: 5
Sphere: Combat
Range: Caster
Duration: 1 round/level
Casting Time: 8
Area of Effect: 30-foot radius
Saving Throw: None
This spells bestows a form of divine madness upon the priest's allies, improving their combat skills. All the priest's allies in the area of effect gain a +1 to attack rolls and saving throws, plus 1-8 bonus hit points for the duration of the spell (these hit points can take a target beyond their hit point maximum). All creatures of the same alignment, however, gain an extra attack every round and a +2 to their attacks, damage rolls, and saving throws.

Value: 500

 

Shield of Lathander  (SPPR514)   New in Heart of Winter

Shield of Lathander (Conjuration)
Statistics:
Level: 5
Sphere: Guardian
Range: Touch
Duration: 3 rounds
Casting Time: 8
Area of Effect: 1 creature
Saving Throw: None
This spell grants a target immunity to damage for the duration of the spell. Evil creatures cannot be protected by a Shield of Lathander. Only non-evil characters can cast a Shield of Lathander.

Value: 1500

 

Slay Living  (SPPR515)   New in Heart of Winter

Slay Living (Necromancy)
Statistics:
Level: 5
Sphere: Combat
Range: Touch
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: Special
This spell forces the target of the spell to save vs. death or be instantly killed. If the saving throw is successful, the target takes 2d8+1 points of damage instead. Slay Living cannot be cast by good characters. Note that a character struck with a Slay Living spell can still be raised from the dead with a Raise Dead or Resurrection spell.

Value: 1500

 

Spike Stones

Spike Stones
(Alteration, Enchantment)
Level: 5
Sphere: Elemental (Earth)
Range: Sight of Caster
Duration: 12 rounds
Casting Time: 6
Area of Effect: 15-foot radius
Saving Throw: None
This spell warps the surrounding rock, reshaping the terrain into spiked projections that blend into the background. Any creature entering the area takes 2-8 hit points of damage every round.

Value: 500

 

Undead Ward  (SPPR516)   New in Heart of Winter

Undead Ward (Necromancy)
Statistics:
Level: 5
Sphere: Wards
Range: Caster
Duration: 1 turn
Casting Time: 7
Area of Effect: 20-foot radius
Saving Throw: None
This spell amplifies the influence a priest has over undead, though it is tied to the area surrounding the priest where cast and does not move. Any undead creature entering the area of effect is affected as if turned by the priest that cast this spell. If the turning fails, the undead creature is immune to further turning attempts by the spell unless it leaves and reenters the area of effect.

Value: 1500

 

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Information about

Icewind Dale

Developer: Black Isle

SP/MP: Single + MP
Setting: Fantasy
Genre: RPG
Combat: Pausable Real-time
Play-time: 40-60 hours
Voice-acting: Partially voiced

Regions & platforms
North America
· Platform: PC
· Released: 2000-06-29
· Publisher: Interplay

More information